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ShapeBaseImageData Struct Reference#include <shapeBase.h>
Inheritance diagram for ShapeBaseImageData: ![]()
Member Typedef Documentation
Reimplemented from GameBaseData.
Member Enumeration Documentation
Constructor & Destructor Documentation
Member Function Documentation
Called to prepare the datablock for use, after it has been unpacked.
Reimplemented from GameBaseData.
Get a state by name.
Register dynamic fields in a subclass of ConsoleObject.
Reimplemented from GameBaseData.
Reimplemented from SimDataBlock.
Reimplemented from GameBaseData.
Field Documentation
Environment mapping on?
Adjust firing vector to eye's LOS point?
Render the image when in first person?
In first person, should we use the eyeTransform?
Name of shape to render.
Mount point for the image.
Mount point offset, so we know where the image is.
Offset from eye for first person.
Information about what projectile this image fires.
Mass!
Does this use energy instead of ammo?
Minimum energy for the weapon to be operable.
Should we automatically make image's aim converge with the crosshair?
Is this image cloakable when mounted?
Indicates the type of the light. One of: ConstantLight, PulsingLight, WeaponFireLight. Indicates the time when the light effect started. Used by WeaponFireLight to produce a short-duration flash. Extent of light.
Shape handle.
Checksum of shape. Calculated by the ResourceManager, see ResourceManager::load(). Should the shape's CRC be checked?
Transformation to get to the mountNode.
Retraction node ID. When the player bumps against an object and the image is retracted to avoid having it interpenetrating the object, it is retracted towards this node. Muzzle node ID.
Ejection node ID. The eject node is the node on the image from which shells are ejected. Emitter node ID. The emitter node is the node from which particles are emitted. ID of the spin animation sequence.
ID of the ambient animation sequence.
This image contains at least one animated states.
This image contains at least one muzzle flash animation state.
The ID of the fire state.
Information about shell casings.
ID of casing datablock. When the network tells the client about the casing, it it transmits the ID of the datablock. The datablocks having previously been transmitted, all the client needs to do is call Sim::findObject() and look up the the datablock. Vector along which to eject shells from the image.
Variance from this vector in degrees.
Velocity with which to eject shell casings.
Array of states.
Are the states loaded yet?
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